#version 420 core
layout(location = 0) in vec3 aPos;
layout(location = 1) in vec3 aNormal;

out vec3 FragPos;
out vec3 Normal;

uniform mat4 projection;
uniform mat4 view;
uniform mat4 model;
uniform mat4 fix;

void main()
{
    gl_Position = projection * view * model * vec4(aPos, 1.0);

    // 对物体坐标使用模型矩阵，注意修正法向，避免模型不等比缩放产生的问题
    FragPos = vec3(model * vec4(aPos, 1.0));
    Normal = mat3(fix) * aNormal;
}